"CapsuleComp" doesn't work

When I am making a blueprint class based on Pawn Base, I don’t have a CapsuleComp.
I am having this

Instead of this

Here are my .h and .cpp files:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "PawnBase.generated.h"


class UCapsuleComponent;

UCLASS()
class TOONTANKS_API APawnBase : public APawn
{
	GENERATED_BODY()

private:
	UPROPERTY()
	UCapsuleComponent* CapsuleComp;
	UPROPERTY()
	UStaticMeshComponent* BaseMesh;
	UPROPERTY()
	UStaticMeshComponent* TurretMesh;
	UPROPERTY()
	USceneComponent* ProjectileSpawnPoint;



public:
	// Sets default values for this pawn's properties
	APawnBase();

	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

};

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "PawnBase.generated.h"


class UCapsuleComponent;

UCLASS()
class TOONTANKS_API APawnBase : public APawn
{
	GENERATED_BODY()

private:
	UPROPERTY()
	UCapsuleComponent* CapsuleComp;
	UPROPERTY()
	UStaticMeshComponent* BaseMesh;
	UPROPERTY()
	UStaticMeshComponent* TurretMesh;
	UPROPERTY()
	USceneComponent* ProjectileSpawnPoint;



public:
	// Sets default values for this pawn's properties
	APawnBase();

	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

};

Have you tried restarting the editor?

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